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Media Create Sales: 12/08 - 12/14

swerve

Member
OK OK! Jeez. I didn't mean to derail, and there was no fanboying going on. I was literally just talking about the audience for PSP games being the same as for PS2 games.

I'll know better for next time. I'll just stick to the conventional wisdom.
 
swerve said:
Look at PSP's weekly sales and it all stands up. It's the new PS2. It's where PlayStation gamers went.
A lot of them must have died of dysentery during the trip.

But to be serious, going by the Famitsu software pie PS2 still beat PSP in software sales about a third of this week's years, and even PS2+PS3+PSP does not add up to what PS2 used to be. "The PlayStation gamer" is all over the place at this point.
 
swerve said:
Sure, and I'm not denying that Wii can become the new PS2 with things like DQ X and MH3.

But currently, the PlayStation gamer is interested in PSP. Wii sales aren't as amazing as they could have been because PSP is taking a lot of the potential customers right now.

Just sharing how I see it. Sorry if it's completely wrong.
I don't think it's flat-out wrong, people just jumped on you because they thought you saw PSP as the new PS2 in terms of market share, developer support etc. I think it's pretty obvious that Nintendo doesn't have the bulk of the PS gamers (yet?), I don't live in Japan but it does sound reasonable that those people are drawn towards PSP.
 
JoshuaJSlone said:
A lot of them must have died of dysentery during the trip.

But to be serious, going by the Famitsu software pie PS2 still beat PSP in software sales about a third of this week's years, and even PS2+PS3+PSP does not add up to what PS2 used to be. "The PlayStation gamer" is all over the place at this point.
Maybe a lot of them are pirating the games they play. Whatever it is, they aren't interested all that much in Wii and I think PSP does have an influence in this.
 
It'd be kind of interesting to see how PSP-3000 levels off after holidays and then suddenly becoming piratable again to see if it spurs hardware sales.

Although I'm sure we'll have plenty of new colors and limited editions next year to launch alongside MH clones and such to provide hardware spikes.
 
JoshuaJSlone said:
I'm sure one could try to go further back and explain the whys of this, but portables haven't taken such a dominating role in the market in the US, which leaves more of the pie for a strong console to eat.
I can see the wisdom of this, but what caused the change now? Last year Wii was doing better than the PS2; this year, with more and better games, it's doing worse. Has the handheld situation changed in a way that could cause that?
 
Liabe Brave said:
I can see the wisdom of this, but what caused the change now? Last year Wii was doing better than the PS2; this year, with more and better games, it's doing worse. Has the handheld situation changed in a way that could cause that?


The DS is Japan's main video game Machine, handheld or otherwise. The PS2s popularity and permeating presence of market has transferred there.

Basically, Wii is #2 to DS' #1.
 
Liabe Brave said:
I can see the wisdom of this, but what caused the change now? Last year Wii was doing better than the PS2; this year, with more and better games, it's doing worse. Has the handheld situation changed in a way that could cause that?
Part of it I think is past-PS2 improving. Its early numbers were kept down by worse-than-Wii shortages, and a comparison going equal times from launch puts PS2 at early 2002. Its strongest year, and at a point when its appeal had been broadened by a wide variety of games from big publishers. To name some of the biggest: Final Fantasy X, Gran Turismo 3, Dynasty Warriors 3, Onimusha 1 and 2, Hot Shots Golf 3, Kingdom Hearts, Metal Gear Solid 2, and Virtua Fighter 4. All bigger than Dragon Quest Swords.

There's also that Wii 2008 started doing worse than Wii 2007 when they stopped releasing those "more and better games". SSBB and MKWii kept things kicking, but since then nothing caught on big until Animal Crossing. Hmm. That makes me curious about how long other successful systems went between hits and what effect it had, but that's a bigger task than this post.
 

CrisKre

Member
Maybe a lot of them are pirating the games they play. Whatever it is, they aren't interested all that much in Wii and I think PSP does have an influence in this.

thats the magic thing about it... wii's current success is with people that didnt use to play playstation.
And i see 2009 lineup will be impossible to resist for this segments of Japanese videogaming, with the announcement of Tales, Monster Hunter, Samurai Warrior and now Dragon Quest. I think Wiis lead is about to be much more pronounced from now on, and thats no easy feat.
 
So I looked at the Garaph numbers, and (pulling a LanceStern) have arbitrarily decided to count an eventual 250K LTD as a "big game". I then measure the days between releases of 250K games as the drought period. Then I specifically make a note of periods longer than 50 days for a further look. Now I'll list some notables.

PS2
98 days between Gekikuukan Pro Baseball: At the End of the Century 1999 (September 7, 2000) and The First Step: Victorious Boxers (December 14, 2000).
98 days between Musou Orochi: Maou Sairin (April 3, 2008) and Persona 4 (July 10, 2008).
91 days between Warriors Orochi (March 21, 2007) and Super Robot Wars OG: Original Generations (June 28, 2007).
84 days between Romancing Saga: Minstrel Song (April 21, 2005) and Power Pro Baseball 12 (July 14, 2005).
77 days between Persona 4 (July 10, 2008) and Super Robot Taisen Z (September 25, 2008).


DS
112 days between Super Mario 64 DS / WarioWare: Touched! (December 2, 2004) and Kirby Canvas Curse (March 24, 2005).
63 days between Taiko Drum Master 2 (April 24, 2008) and Derby Stallion DS (June 26, 2008).
56 days between Mario & Sonic at the Olympic Games (January 17, 2008) and Beautiful Letter Training (March 13, 2008).


GBA pre-DS
105 days between Kirby & The Amazing Mirror (April 15, 2004) and Final Fantasy I & II: Dawn of Souls (July 29, 2004).
92 days between four launch games (March 21, 2001) and Tactics Ogre: The Knight of Lodis (June 21, 2001).
90 days between Duel Monsters 6 Expert 2 (December 20, 2001) and Power Pro Pocket 4 (March 20, 2002).
84 days between Super Robot Wars A (September 21, 2001) and Mega Man Battle Network 2 / Super Mario Advance 2 (December 14, 2001).


GBA post-DS
196 days between Yoshi Topsy-Turvy (December 9, 2004) and Mushi King (June 23, 2005).
148 days between Mega Man EXE 6 Cybeast Gregar/Falzar (November 23, 2005) and Mother 3 (April 20, 2006).
147 days between Mushi King (June 23, 2005) and Pokémon Dungeon: Red Rescue Team (November 17, 2005).


PS3
168 days between Metal Gear Solid 4: Guns of the Patriots (June 12, 2008) and World Soccer Winning Eleven 12: PES 2009 (November 27, 2008).
147 days between Dynasty Warriors Gundam (March 1, 2007) and Hot Shots Golf 5 (July 26, 2007).
110 days to get one at all, Dynasty Warriors Gundam (March 1, 2007) being the first.
108 days between Hot Shots Golf 5 (July 26, 2007) and Dynasty Warriors 6 (November 11, 2007).


GCN
257 days between Naruto Gekitou Ninja Taisen! 3 (November 20, 2004) and Pokémon XD: Gale of Darkness (August 4, 2005).
196 days between The Legend of Zelda: The Wind Waker (December 13, 2002) and Animal Crossing e+ (June 27, 2003).
139 days between Donkey Konga (December 12, 2003) and Pikmin 2 (April 29, 2004).
119 days between Resident Evil (March 22, 2002) and Super Mario Sunshine (July 19, 2002).
98 days between Animal Crossing (December 14, 2001) and Resident Evil (March 22, 2002).


PSP
308 days between Dynasty Warriors (December 16, 2004) and Nou Ryoku Trainer Portable (October 20, 2005).
245 days between Monster Hunter Freedom (December 1, 2005) and Monster Hunter Freedom (PSP The Best) / SD Gundam G Generation Portable (August 3, 2006).
140 days between Monster Hunter Freedom (PSP The Best) / SD Gundam G Generation Portable (August 3, 2006) and Metal Gear Solid: Portable Ops (December 21, 2006).
126 days between Final Fantasy Tactics: The War of the Lions (May 10, 2007) and Crisis Core: Final Fantasy VII (September 13, 2007).
112 days between Hot Shots Golf: Open Tee 2 (December 6, 2007) and Monster Hunter Portable 2 G (March 27, 2008).
112 days between Jikkyou Powerful Pro Yakyuu Portable 3 (May 29, 2008) and Mobile Suit Gundam: Gundam vs. Gundam (November 20, 2008).


Wii
Note that I stretch things a little. Wii Music is pretty sure to hit 250K soon, so I'll count it as one rather than overstate the big drought for extra drama.

189 days between Mario Kart Wii (April 10, 2008) and Wii Music (October 16, 2008).
126 days between Pokémon Battle Revolution (December 14, 2006) and Super Paper Mario (April 19, 2007).
98 days between Mario Party 8 (July 26, 2007) and Super Mario Galaxy (November 1, 2007).

So there's something. Wii's bigass drought of a big game is not quite unprecedented, but one must go to some pretty unsavory places and times to get worse.
 

RJT

Member
swerve said:
But currently, the PlayStation gamer is interested in PSP. Wii sales aren't as amazing as they could have been because PSP is taking a lot of the potential customers right now.
There are no PlayStation gamers. There are RPG gamers, there are karaoke-quiz-music gamers, there are casual ignorant gamers, there are casual educated gamers, there are GAF gamers, and so on.

It just happens that all of them liked the PS2, and now some of them like the Wii, some of them like the PSP, most of them like the DS and some of them even like the PS3 or 360!
 

Jokeropia

Member
Liabe Brave said:
And even if that's not the case, PS3 is "only" down 20%; the Wii is down more than 27%!
?
PantherLotus said:
Sony has seen the biggest drop, selling 200k PS3s in the same time it sold 340k last year, a 40.68% drop. Nintendo has also seen a significant drop in sales, selling 360k Wii systems compared to 576k in 2007, 37.76% less than 2007 totals.
 
JoshuaJSlone said:
So I looked at the Garaph numbers, and (pulling a LanceStern) have arbitrarily decided to count an eventual 250K LTD as a "big game". I then measure the days between releases of 250K games as the drought period. Then I specifically make a note of periods longer than 50 days for a further look. Now I'll list some notables.

PS2
98 days between Gekikuukan Pro Baseball: At the End of the Century 1999 (September 7, 2000) and The First Step: Victorious Boxers (December 14, 2000).
98 days between Musou Orochi: Maou Sairin (April 3, 2008) and Persona 4 (July 10, 2008).
91 days between Warriors Orochi (March 21, 2007) and Super Robot Wars OG: Original Generations (June 28, 2007).
84 days between Romancing Saga: Minstrel Song (April 21, 2005) and Power Pro Baseball 12 (July 14, 2005).
77 days between Persona 4 (July 10, 2008) and Super Robot Taisen Z (September 25, 2008).


DS
112 days between Super Mario 64 DS / WarioWare: Touched! (December 2, 2004) and Kirby Canvas Curse (March 24, 2005).
63 days between Taiko Drum Master 2 (April 24, 2008) and Derby Stallion DS (June 26, 2008).
56 days between Mario & Sonic at the Olympic Games (January 17, 2008) and Beautiful Letter Training (March 13, 2008).


GBA pre-DS
105 days between Kirby & The Amazing Mirror (April 15, 2004) and Final Fantasy I & II: Dawn of Souls (July 29, 2004).
92 days between four launch games (March 21, 2001) and Tactics Ogre: The Knight of Lodis (June 21, 2001).
90 days between Duel Monsters 6 Expert 2 (December 20, 2001) and Power Pro Pocket 4 (March 20, 2002).
84 days between Super Robot Wars A (September 21, 2001) and Mega Man Battle Network 2 / Super Mario Advance 2 (December 14, 2001).


GBA post-DS
196 days between Yoshi Topsy-Turvy (December 9, 2004) and Mushi King (June 23, 2005).
148 days between Mega Man EXE 6 Cybeast Gregar/Falzar (November 23, 2005) and Mother 3 (April 20, 2006).
147 days between Mushi King (June 23, 2005) and Pokémon Dungeon: Red Rescue Team (November 17, 2005).


PS3
168 days between Metal Gear Solid 4: Guns of the Patriots (June 12, 2008) and World Soccer Winning Eleven 12: PES 2009 (November 27, 2008).
147 days between Dynasty Warriors Gundam (March 1, 2007) and Hot Shots Golf 5 (July 26, 2007).
110 days to get one at all, Dynasty Warriors Gundam (March 1, 2007) being the first.
108 days between Hot Shots Golf 5 (July 26, 2007) and Dynasty Warriors 6 (November 11, 2007).


GCN
257 days between Naruto Gekitou Ninja Taisen! 3 (November 20, 2004) and Pokémon XD: Gale of Darkness (August 4, 2005).
196 days between The Legend of Zelda: The Wind Waker (December 13, 2002) and Animal Crossing e+ (June 27, 2003).
139 days between Donkey Konga (December 12, 2003) and Pikmin 2 (April 29, 2004).
119 days between Resident Evil (March 22, 2002) and Super Mario Sunshine (July 19, 2002).
98 days between Animal Crossing (December 14, 2001) and Resident Evil (March 22, 2002).


PSP
308 days between Dynasty Warriors (December 16, 2004) and Nou Ryoku Trainer Portable (October 20, 2005).
245 days between Monster Hunter Freedom (December 1, 2005) and Monster Hunter Freedom (PSP The Best) / SD Gundam G Generation Portable (August 3, 2006).
140 days between Monster Hunter Freedom (PSP The Best) / SD Gundam G Generation Portable (August 3, 2006) and Metal Gear Solid: Portable Ops (December 21, 2006).
126 days between Final Fantasy Tactics: The War of the Lions (May 10, 2007) and Crisis Core: Final Fantasy VII (September 13, 2007).
112 days between Hot Shots Golf: Open Tee 2 (December 6, 2007) and Monster Hunter Portable 2 G (March 27, 2008).
112 days between Jikkyou Powerful Pro Yakyuu Portable 3 (May 29, 2008) and Mobile Suit Gundam: Gundam vs. Gundam (November 20, 2008).


Wii
Note that I stretch things a little. Wii Music is pretty sure to hit 250K soon, so I'll count it as one rather than overstate the big drought for extra drama.

189 days between Mario Kart Wii (April 10, 2008) and Wii Music (October 16, 2008).
126 days between Pokémon Battle Revolution (December 14, 2006) and Super Paper Mario (April 19, 2007).
98 days between Mario Party 8 (July 26, 2007) and Super Mario Galaxy (November 1, 2007).

So there's something. Wii's bigass drought of a big game is not quite unprecedented, but one must go to some pretty unsavory places and times to get worse.

To be fair, for the Wii, Tales of Symphonia 2 has a chance of breaking 250k, which would split that time in half.

Looking at the PSP, it's no wonder it failed. If they don't have two 250k games in a 309 day period, there is something wrong, especially if it's right after launch.
 

Spiegel

Member
Stopsign said:
To be fair, for the Wii, Tales of Symphonia 2 has a chance of breaking 250k, which would split that time in half.

Looking at the PSP, it's no wonder it failed. If they don't have two 250k games in a 309 day period, there is something wrong, especially if it's right after launch.

Without a BEST re-release I don't see ToS2 selling 250k

And yeah, psp didn't sell games because there wasn't big games released. Wii has at least Nintendo games to break the drought period.

189 days between Mario Kart Wii (April 10, 2008) and Wii Music (October 16, 2008).
126 days between Pokémon Battle Revolution (December 14, 2006) and Super Paper Mario (April 19, 2007).
98 days between Mario Party 8 (July 26, 2007) and Super Mario Galaxy (November 1, 2007).

Nintendo game -> Nintendo game
Nintendo game -> Nintendo game
Nintendo game -> Nintendo game

The psp and the Wii share lot of similarities in Japan.
 

Stumpokapow

listen to the mad man
JoshuaJSlone said:
So I looked at the Garaph numbers, and (pulling a LanceStern) have arbitrarily decided to count an eventual 250K LTD as a "big game". I then measure the days between releases of 250K games as the drought period. Then I specifically make a note of periods longer than 50 days for a further look. Now I'll list some notables.

This is a pretty good idea but you might try to repeat it with various numbers and determine whether or not the results are materially different. For example, if a given console consistently had 225k games but rarely had 250k games (not hypothesizing about any one console or any one time period) this same experiment would result in pretty different results given a barrier of 200k.

Not that I think you should necessarily post 15 times with every possible cutoff point, just survey some of them yourself and let us know whether or not there's any major difference.

To give you just one example (just did a quick search on J-GC), Gamecube had DK Jungle Beat about a month after Naruto whatever 3, and it did 220k. Then it had RE4 a month later which did 220k. Mario Superstar Baseball hit a month before Pokemon XD and did 230k.

Not that I specifically believe that 200k or 250k are particularly better approximations of what it means to "be a good game", just that saying that there was a 259 day drought when there were 3 inarguably major releases that just barely meet a given line in the sand is sort of... well, it seems a little cheap.

Just a quick Garaph of Wii offerings between MK and Wii Music reveals that Link's Crossbow Training, Tales, and Mario Baseball are all >150k <250k in the period between MKWii and Wii Music. Not that I'm stepping up to bat to defend the Wii's relatively underwhelming year, but obviously the drought seems much better using 150k here.

On the other hand, if you jack up to 300k and then recalculate, the droughts seem much bigger for everyone, including the Wii since I'm reasonably certain you'd be less inclined to assume Wii Music will hit 300k than that it will hit 250k ;)
 

duckroll

Member
charlequin said:
Dissidia should have much better legs than comparable titles like Crisis Core since it's focused around multiplay and therefore (assuming people are enjoying it) they won't likely sell it back immediately.

I don't think used copies are the reason why RPG titles lack legs honestly. Even if everyone kept their copies, the chances of there being a sizable number of people who will buy a heavily story driven game with low replay value post-launch window is pretty low. Basically if someone isn't interested enough in a RPG in the first month of release, the chances of him or her buying the game sometime after that is reduced drasically. Even if they do pick up a used copy for cheap, I would say the odds of the person buying it new if there wasn't a used copy is much lower.

What will potentially drive Dissidia's legs is the community. That and nothing else. When there is an active community of players playing a game with a big multiplayer component, if the trend catches on then more and more players will eventually be drawn to the game because of people they know. These would be people outside of the usual fanbase that is attracted to the game because of the fanservice and branding to begin with, so that will be the long-term support that S-E is banking on. We'll just have to see how it pans out.
 

Stumpokapow

listen to the mad man
Akibablog did a short feature this week on "TenBuyers" (Tenbai + Buyer) who basically seem to be Akihabara's version of scalpers or resellers.

One interesting note they mention is that used stores are often so desperate for product, particularly sold out products, that it's possible to buy new product and resell to a used store for a profit if you know how to milk the system.

The emphasis is on video games, and Akibablog is just a really cool blog so check it out.
 

Terrell

Member
Anyone wanna bet that Capcom releases a Capcom-only fighter based on the TvC engine for North America as a way to recoup the costs of the development?
 

Tenbatsu

Member
Terrell said:
Anyone wanna bet that Capcom releases a Capcom-only fighter based on the TvC engine for North America as a way to recoup the costs of the development?
After playing TvC, I can say that the development cost is pretty low. What they had sold is enough to cover the cost:lol
 

Terrell

Member
duckroll said:
It's.... making a loss? :p
Well, if it's not doing so hot on sales charts, I can't imagine it's making them lots of dosh in arcade cabinet sales, either. And development costs of the fighting engine, character licensing costs... there's lots of hidden numbers here. More to the point, a release in America of TvC as it is isn't viable to sell. So a quick and easy re-tooling with more Capcom content and it's ready to go for us.
 

apujanata

Member
Tenbatsu said:
After playing TvC, I can say that the development cost is pretty low. What they had sold is enough to cover the cost

Wow. They can recover the cost using the first week sales / first day sales, even though lots of people considered TvC as bomba game ?

Developing games on Wii must be very profitable.
 

zoku88

Member
apujanata said:
Wow. They can recover the cost using the first week sales / first day sales, even though lots of people considered TvC as bomba game ?

Developing games on Wii must be very profitable.
I don't think it has anything to do with the console and more to do with the genre.

I don't think most fighters need to sell that much to be profitable (bar the obvious few.)
 

Terrell

Member
zoku88 said:
I don't think it has anything to do with the console and more to do with the genre.

I don't think most fighters need to sell that much to be profitable (bar the obvious few.)
We're past the era when fighting games can just re-use sprites. Everything had to be drawn and tweaked from the ground up with this title, comparing it to the dev cost of a sprite copypasta is kind of counter-productive. Sure, this isn't gonna have Soul Calibur 4 dev costs or anything, but it has to be substantial enough to cast doubt on how much money Capcom is actually able to recover from it.
 
Terrell, there's also the worry about throwing good money after bad. If it didn't do hot in Japan and they don't have reason to believe it'll do better elsewhere, putting in more development time and creating an advertising campaign to sell a few more dozen thousand copies of a derivative game could cost more than it's worth.
Stumpokapow said:
This is a pretty good idea but you might try to repeat it with various numbers and determine whether or not the results are materially different. For example, if a given console consistently had 225k games but rarely had 250k games (not hypothesizing about any one console or any one time period) this same experiment would result in pretty different results given a barrier of 200k.

Not that I think you should necessarily post 15 times with every possible cutoff point, just survey some of them yourself and let us know whether or not there's any major difference.

(etc. etc. etc.)
Yeah. Interesting results, but obviously the one view leaves a bit to be desired. This time I did it about half with lists from Garaph and half with tinkering in a spreadsheet since I figured it'd be a one time thing, but it shouldn't take much more effort to at least turn it into one of the minor tools that sits forever in the /labs directory. Specify a platform, raise or lower the sales cutoff bar, click: results.
 
apujanata said:
Wow. They can recover the cost using the first week sales / first day sales, even though lots of people considered TvC as bomba game ?

Developing games on Wii must be very profitable.
Its magical. Every Wii game is very profitable, and companies not profiting is because they don't make more Wii games. TvC profits come after funding Street Fighter IV entirely too.
 

NeonZ

Member
I guess this just shows the Tatsunoko brand is really weak even in Japan. It might be well known, but current anime fans just don't have much interest on it. I was hoping Capcom would make a "VS Jump" title, but, considering the failure of this game, I don't think we're getting a related title anytime soon.

Of course, the failure of this game might also make Capcom more likely to use some bigger license after a few years, rather than just making a VS Tatsunoko 2.
 

Rocksteady33

Junior Member
Just want to say I think the reason I post at this site is because of Joshua, PantherLotus, donny and Stumpokapow. You guys make sales threads worth reading. Thanks.
 

schuelma

Wastes hours checking old Famitsu software data, but that's why we love him.
Kurosaki Ichigo said:
Its magical. Every Wii game is very profitable, and companies not profiting is because they don't make more Wii games. TvC profits come after funding Street Fighter IV entirely too.


Did you know that every single game company that is having problems is solely having those problems because they aren't making Wii games?

Bet you didn't know that!
 

Terrell

Member
NeonZ said:
I guess this just shows the Tatsunoko brand is really weak even in Japan. It might be well known, but current anime fans just don't have much interest on it. I was hoping Capcom would make a "VS Jump" title, but, considering the failure of this game, I don't think we're getting a related title anytime soon.

Of course, the failure of this game might also make Capcom more likely to use some bigger license after a few years, rather than just making a VS Tatsunoko 2.
Actually, that's a great idea, it has more current relevance in Japan and has a strong brand foothold in North America, as well.
 

TJ Spyke

Member
NeonZ said:
I was hoping Capcom would make a "VS Jump" title, but, considering the failure of this game, I don't think we're getting a related title anytime soon.

The problem with that would be trying to release it in North America since the different franchises have different license holders here. Yu-Gi-Oh is Konami, Bleach with Sega, etc. It's the same reason the DS game "Jump Super Stars" didn't get released outside of Japan, too many different companies own the game rights outside of Japan.
 
So I set up another tool, and it's actually one people have requested before: a version of the "in terms of" generator based on shipments. Of course, doing a linear interpolation of where the numbers stand on a usually-quarterly basis is bound to be a lot less accurate than doing the same for hardware numbers separated by seven days apiece, BUT OH WELL. It sits in the /labs directory until I think the kinks are ironed out, but it looks pretty good so far.

A few sample outputs that fit the thread topic:

Wii shipments in terms of old PS2 production shipments, GBA shipments, and DS shipments--all Japanese
DS shipments in terms of GB+GBC shipments and GBA shipments--all Japanese

I like this image result for that last one:
GB_JP

After 1,398 days (September 30, 2008), DS shipments were where GB+GBC shipments were at 3,612 days (March 12, 1999).

I wanted to look at PS3 in terms of PS1, but ever since they switched shipment reporting methods they haven't been giving regional PS3 breakdowns.

Terrell said:
Actually, that's a great idea, it has more current relevance in Japan and has a strong brand foothold in North America, as well.
Heh. Considering the success of Super Stars and Ultimate Stars, they'd probably have to pay out the nose and put "vs Capcom" in a really tiny font. :lol

Actually, this makes me wonder why after those two games being successful and released in successive years, we haven't heard of another followup more than two years later.
 
Terrell said:
Anyone wanna bet that Capcom releases a Capcom-only fighter based on the TvC engine for North America as a way to recoup the costs of the development?

And thus basically recreate the game for an even more niche market?

Tenbatsu said:
After playing TvC, I can say that the development cost is pretty low. What they had sold is enough to cover the cost:lol

Including the cost of licensing Tatsunoko? Or did Capcom handle the license a different way?
 

Tenbatsu

Member
NeonZ said:
I guess this just shows the Tatsunoko brand is really weak even in Japan. It might be well known, but current anime fans just don't have much interest on it.
Those kids that used to watch those anime starring the characters in the game are now like, 30/40/50 plus? (except for Karas) And its highly likely that they had stop gaming already. For example, Gatchaman TV anime original run is from 1972 - 1974 so its not amazed that it doesn't appeal to kids nowsaday which is also, not the target audience of this game.

Flying_Phoenix said:
Including the cost of licensing Tatsunoko? Or did Capcom handle the license a different way?
Don't really know how they handle this but I bet it wont be too expensive. Bandai Namco also licensed Production IG for Sky Crawlers, a game with pretty low sales and shipment. However, they seems to be ok with that.
 

HK-47

Oh, bitch bitch bitch.
duckroll said:
I don't think used copies are the reason why RPG titles lack legs honestly. Even if everyone kept their copies, the chances of there being a sizable number of people who will buy a heavily story driven game with low replay value post-launch window is pretty low. Basically if someone isn't interested enough in a RPG in the first month of release, the chances of him or her buying the game sometime after that is reduced drasically. Even if they do pick up a used copy for cheap, I would say the odds of the person buying it new if there wasn't a used copy is much lower.

What will potentially drive Dissidia's legs is the community. That and nothing else. When there is an active community of players playing a game with a big multiplayer component, if the trend catches on then more and more players will eventually be drawn to the game because of people they know. These would be people outside of the usual fanbase that is attracted to the game because of the fanservice and branding to begin with, so that will be the long-term support that S-E is banking on. We'll just have to see how it pans out.

Would SE bother with upgraded versions to keep people interested, SF II milking style?
 

HK-47

Oh, bitch bitch bitch.
Josh, do we have any games on the database to trends similar to Girls Mode and RTG? Just to see where they might end up
 

cvxfreak

Member
If Capcom had to make what would essentially be a new Wii fighting game off of what they made with TvC, it might as well be its apparently inevitable version of SFIV.
 

duckroll

Member
HK-47 said:
Would SE bother with upgraded versions to keep people interested, SF II milking style?

Dissidia isn't Street Fighter. It's a completely different type of game. What would keep the community alive is the community itself, and listening to fan input. Considering the amount of work put into Dissidia to make it a fun and extremely competitive game both in single and multi player, I would be very surprised if this isn't meant to be an ongoing franchise. It'll be pretty hard to see then make a sequel immediately, so I think at least expansions would be welcome. This is all depending on how successful the game and the community is in the long run, we probably won't know until next month at least.
 

HK-47

Oh, bitch bitch bitch.
duckroll said:
Dissidia isn't Street Fighter. It's a completely different type of game. What would keep the community alive is the community itself, and listening to fan input. Considering the amount of work put into Dissidia to make it a fun and extremely competitive game both in single and multi player, I would be very surprised if this isn't meant to be an ongoing franchise. It'll be pretty hard to see then make a sequel immediately, so I think at least expansions would be welcome. This is all depending on how successful the game and the community is in the long run, we probably won't know until next month at least.

Maybe we get some Shadow Lord and Ashe in there, yes? (Cant see Basch, after Gabranth stole his EX Burst)
 

Linkup

Member
JoshuaJSlone said:
Terrell, there's also the worry about throwing good money after bad. If it didn't do hot in Japan and they don't have reason to believe it'll do better elsewhere, putting in more development time and creating an advertising campaign to sell a few more dozen thousand copies of a derivative game could cost more than it's worth.

wait what?
 

TreIII

Member
Flying_Phoenix said:
Including the cost of licensing Tatsunoko? Or did Capcom handle the license a different way?

According to the interview with the producer of the game months ago, Tatsunoko came to THEM, and asked if they would make a game starring their characters. Not the other way around.

In the end, whatever arrangement was made, I'm sure it was such that Capcom was able to probably get the Tatsu properties for cheap.

So, everything about TvC was indicative of it being a budget release. Therefore, the numbers that were obtained were probably "fine" by Capcom's expectations for the game, no matter how much GAF may cry "bomba". :lol
 

jesusraz

Member
Forget Tatsunoko for a minute...has anyone been playing Suikoden Tierkreis? Damn this game deserves much more attention! Hopefully good word-of-mouth will lift it much higher by the end of the sales week.
 
even if TvC only breaks even as a Wii game, Capcom still makes monies for its arcade release. Since they probably share even the same code (Wii friendly arcade board as it is) I doubt seriously that Capcom broke the bank making it.
 
HK-47 said:
Josh, do we have any games on the database to trends similar to Girls Mode and RTG? Just to see where they might end up
Let's see....
Rhythm Tengoku Gold
Based on the first few weeks it matched up pretty well with Mega Man EXE 4 for a while, but it's already surpassed that.

Doing a looser match based on the first week and when it hit a million, it matches up pretty well with the training title with the longass title that donny gave the regular short form for a month or so back but I've already forgotten. Anyway, that one was at about 1.5 million at the end of last year.

Wagamama
The best single match looks to be with Kirby Air Ride, which made it a bit past 400K.
400

Going a bit looser we have on the lower end some games that hit around 300K (GBA Link to the Past) and on the high end 500K (Super Mario Advance 3).

Linkup said:
wait what?
Well, it's not like 2D fighters are huge anywhere. If I've just released one that didn't do what I hoped in Japan, my first thought probably isn't "But of course the Americans will eat it up!"
 
Otona no Joushikiryoku Training DS is Common Sense Training or General Knowledge Training. Thanks for the update on RTG JJS, can't believe it reached 1M+ in the span of 4 months, crazy legs.
 
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